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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jan 2007
Posts: 186
Downloads: 13
Uploads: 0
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After taking my first steps into the modding world via S3D, I decided to just do a personal fix for the crush depths of the subs (I was tired of getting insta-killed just below the sub's test depth).
However, I came across a curious thing in the files. It was called "Rebound" and no one, so far as I can tell, has really figured out what it does. I think, after some tinkering, I've figured it out, but I just want to check. If I'm wrong, I'll close the thread. Rebound, I think, controls how long it takes your sub to "reset" itself after a dive. That is to say, it takes X amount of time to level out after diving to, say, 300 feet. This X is controlled by "rebound." And unless I'm confusing myself now, a larger number in "Rebound" allows the sub to level out quicker and a lower number makes it take longer. I can't tell if this affects anything else (especially in relation to how the sub handles when damaged), at least for now. So if anyone can confirm that I am correct about "rebound," it'd be much appreciated. |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I have no idea. How does it behave with radical changes in the values? Does it bounce around the set depth if set to a "slow" value, going below, then above, etc? Or does the sub make a dive at a certain rate of depth change, then flatten out into a shallow dive to set depth based on the value?
Might the value be a reset from crush depth damage? If you get to crush depth, and are there a certain time, then blow and suface, you might still die on the surface, correct? Perhaps it controls that... |
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#3 | |
Planesman
![]() Join Date: Jan 2007
Posts: 186
Downloads: 13
Uploads: 0
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![]() Quote:
I'm going to do some more testing with it, so I'll look into what you ask for. However, I don't think is has anything to do with rates of depth change so much as time it takes to level out. In my previous testing, I didn't really notice a difference between the time it took to level out during a crash dive, going ahead 1/3, going ahead standard, and going back 1/2. I'll do some more testing and post the results in a little bit. FYI: All tests were done with a Balao-class sub. |
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#4 | |
Lucky Jack
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Carry on!
__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Rear Admiral
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I've, honestly, never experimented with it, at all. I think the default is 45, but thats all i could tell you. There is an indicator though, this variable is in the ZON file no? If its in the zon file means it has *something* to do with the exterior shell of the boat. In laymans terms, the zon file is reallyl about the manipulation of hitpoints.
Hitpoints = self explanitory Crash depth defines when you start loosing HP's to pressure Crash speed defines how fast or slow you loose those HPs (at least in SH3, not so much in Sh4, but it does slow down how fast the insta crush occurs) So in keeping with the theme of the file, im *guessing* its another variable that somehow manipulates hitpoints in some way, shape, or form. |
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#6 |
Planesman
![]() Join Date: Jan 2007
Posts: 186
Downloads: 13
Uploads: 0
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Is there any way to get a file to load....faster?
My rig is a little old and outdated, so it takes a large amount of time to load up just to test one parameter before closing to change the parameter before loading up the game again to test the same parameter. Yeah....I don't know if I can follow what I just wrote.... |
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